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AgentF
May 11, 2009

Corrode posted:

So glad I didn't go mental and buy an army of flamers and screamers like I was considering. Also no EW is a biiig change, I really need to keep up on some of this stuff.

I've already encountered a couple of people who have 27 Flamers and 27 Screamers, all the new plastic, none progressed more than a basecoat. If flamers really are solidly nerfed I can't feel even the tiniest bit sorry for them. Oh, you spent hundreds of dollars maxing out a White Dwarf update because you like winning more than having a good game? :dealwithit:

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cat with hands
Mar 14, 2006

When I shit I like to scream "WORSHIP THE GOD EMPEROR ON HIS GOLDEN THRONE." Mom hates it.

Huh, guess I can stop assembling all these dual HB speeders I ebayed.

Manifest
Jul 7, 2007

HELLO THERE I COME FROM THE FUTURE

AgentF posted:

I've already encountered a couple of people who have 27 Flamers and 27 Screamers, all the new plastic, none progressed more than a basecoat. If flamers really are solidly nerfed I can't feel even the tiniest bit sorry for them. Oh, you spent hundreds of dollars maxing out a White Dwarf update because you like winning more than having a good game? :dealwithit:

Sums up my feelings entirely.
Maybe these people will learn that min/maxing doesn't work with Games Workshop.

Ojetor
Aug 4, 2010

Return of the Sensei

I only have six Flamers but this is still a bummer. I don't mind the S4 AP4, but Warpfire is a horrible rule.

e: I'm also surprised Screamers went untouched. A Jetbike with 3 S5 AP2 Armourbane attacks is definitely worth more than the 25 points they cost now.

Ojetor fucked around with this message at 00:06 on Feb 27, 2013

Living Image
Apr 24, 2010

HORSE'S ASS

Manifest posted:

Sums up my feelings entirely.
Maybe these people will learn that min/maxing doesn't work with Games Workshop.

Hardly. Relying on a WD update when the models come in expensive boxes of 3 and you need 27 is dumb, but plenty of books offer min/max lists that you can use for years at a go.

JesusIsTehCool
Aug 26, 2002

Phyresis posted:

Haha, holy poo poo. Some German guy says he has the Daemons Codex and he's leaking a bunch of info. He says Flamers of Tzeentch are now S4, AP4 assault 1 with the "Warpflame" special rule, which can give the targets FNP (similar to the Warriors of Chaos Lore of Tzeentch special rule.) Screamers are the same as they are in the WD (but lost EW, like most Daemons.)

So glad these guys got hit with the nerf hammer, although I can't believe their weapon is as likely to help most units in the game than harm them...

Bob Smith
Jan 5, 2006
Well Then, What Shall We Start With?
I'm really quite down on these Demon rumours, mostly just because of the apparent "every turn you might stand a chance of putting a new unit of demons on the table" entry on the Warp Storm table. It kind of punishes people just starting collecting if you think about it - go into GW, see the cool demon models and be told "oh if you play you'll need extra squads in case the random table blesses you with reinforcements." Even if your friends are cool with proxies or whatever there's a lot of potential for GW staff or terrible people to be a dick there.

That aside I'm also not quite sure about the idea of randomly-rolled abilities for gifts/artifacts; it rather sounds like this could be an army where you are disadvantaged before you take a turn.

Either way it's just rumour at the moment, none of it may be true.

Mango Polo
Aug 4, 2007
So based on the new info coming out, if you like lolrandom poo poo? New Daemons are perfect for you! Good one, Kelly.

PeterWeller
Apr 21, 2003

I told you that story so I could tell you this one.

Oh no. The army that is chaos manifest is chaotic to play.

JerryLee
Feb 4, 2005

THE RESERVED LIST! THE RESERVED LIST! I CANNOT SHUT UP ABOUT THE RESERVED LIST!

Bob Smith posted:

I'm really quite down on these Demon rumours, mostly just because of the apparent "every turn you might stand a chance of putting a new unit of demons on the table" entry on the Warp Storm table. It kind of punishes people just starting collecting if you think about it - go into GW, see the cool demon models and be told "oh if you play you'll need extra squads in case the random table blesses you with reinforcements." Even if your friends are cool with proxies or whatever there's a lot of potential for GW staff or terrible people to be a dick there.

That aside I'm also not quite sure about the idea of randomly-rolled abilities for gifts/artifacts; it rather sounds like this could be an army where you are disadvantaged before you take a turn.

Either way it's just rumour at the moment, none of it may be true.

Chaos Boons are sort of the same way on paper (maybe less probable; I haven't read up on Warp Storm yet) in that in theory you could be "required" to have a number of Daemon Prince/Chaos Spawn models up to the number of character units you have.

In practice, anyone who expected me to do this would be cordially instructed to eat a dick, and I suspect that if I ever play with Chaos Daemons I will follow the same policy.

Mango Polo
Aug 4, 2007

PeterWeller posted:

Oh no. The army that is chaos manifest is chaotic to play.

That doesn't mean it's a good thing. Let's see how things pan out, but right now it's looking like a ton of dice rolling for the sake of "chaos".
Can't imagine having to keep track of all the random stuff that can change at any moment. Equipment, boons, save modifiers, whoopee :shobon:

PeterWeller
Apr 21, 2003

I told you that story so I could tell you this one.

Mango Polo posted:

That doesn't mean it's a good thing. Let's see how things pan out, but right now it's looking like a ton of dice rolling for the sake of "chaos".
Can't imagine having to keep track of all the random stuff that can change at any moment. Equipment, boons, save modifiers, whoopee :shobon:

It's not necessarily a bad thing. And it's Chaos's classic gimmick. Rolling on freaky tables every turn is a return to form. It sucks if you want something solid and reliable, but there are seven varieties of Space Marines to fill that niche.

krushgroove
Oct 23, 2007

Disapproving look
Wow. On top of not knowing what a lot of these acronyms are, it looks like I need to wait for things to settle down while people figure out what is playable before I think about getting any specific units for Chaos allies. Screamers and flamers were the only thing I'd heard about, but I may as well think about just getting what looks cool.

Slimnoid
Sep 6, 2012

Does that mean I don't get the job?

PeterWeller posted:

It's not necessarily a bad thing. And it's Chaos's classic gimmick. Rolling on freaky tables every turn is a return to form. It sucks if you want something solid and reliable, but there are seven varieties of Space Marines to fill that niche.

It's very much Chaos's gimmick, and I totally agree with that sentiment, but if the entire thing is random rolling it kind of removes a lot of strategy and choice. No one wants a repeat of Dreadfleet here.

That said, all the nay-saying and negative yelling from nerds thus far means the book won't be nearly as bad as people are making it out to be, so I'm willing to wait for the real deal.

LordAba
Oct 22, 2012

by FactsAreUseless

Bob Smith posted:

I'm really quite down on these Demon rumours, mostly just because of the apparent "every turn you might stand a chance of putting a new unit of demons on the table" entry on the Warp Storm table. It kind of punishes people just starting collecting if you think about it - go into GW, see the cool demon models and be told "oh if you play you'll need extra squads in case the random table blesses you with reinforcements." Even if your friends are cool with proxies or whatever there's a lot of potential for GW staff or terrible people to be a dick there.

Tyranids have to deal with this to a worse extent. When you need 40+ extra gaunts because your Tervigon can't keep her legs closed it sucks. Seriously, loving breeders taking MY money to pay for their retard babies that just eat and crap... there is no justice.

LordAba fucked around with this message at 01:48 on Feb 27, 2013

Bob Smith
Jan 5, 2006
Well Then, What Shall We Start With?

LordAba posted:

Tyranids have to deal with these to a worse extent. When you need 40+ extra gaunts because your Tervigon can't keep her legs closed it sucks. Seriously, loving breeders taking MY money to pay for their retard babies that just eat and crap... there is no justice.

At least with Tyranids you can choose not to use a Tervigon if you don't fancy painting loads and loads of termagants.

That said this is all rumours, for all we know it might be completely untrue and we'll all look very silly. Either way I'm planning to get a unit of Slaanesh demons to paint and run as allies with my CSM army, even if they turn out to be rubbish in-game I mostly play friendly beer-and-pretzels type games now so it won't be too much of a bother.

Sephyr
Aug 28, 2012
So far integration with CSM, which is my main hope for the book, seems barely a thing.

And the "Chaos should be chaotic! You should go from despair to a won game and back to despair withing 2 game turns!" is too often a handwave to justify just plain bad rulemaking. It's still a game and your choices should mean at least as much as your rolls, if not a LOT more.

Based on the latest rumors, it also looks like a -very- squishy army, especially given the lack of vehicles. Meant for hordes, especially if the Daemon Princes get priced as they are in the CSM book (which is likely).

Manifest
Jul 7, 2007

HELLO THERE I COME FROM THE FUTURE

PeterWeller posted:

It's not necessarily a bad thing. And it's Chaos's classic gimmick. Rolling on freaky tables every turn is a return to form. It sucks if you want something solid and reliable, but there are seven varieties of Space Marines to fill that niche.

And Eldar, and Dark Eldar, and Tau...

Really, I love the return of random elements. It reminds me of when I was playing in 3rd.

Hixson
Mar 27, 2009

Could anybody recommend a good Dark Angels book? I need to get in the mood to paint all these dudes.

Phyresis
Nov 2, 2004

I can't sleep, I hope I stay awake

Cause I've been running, running, running all day

Long nights, no peace

I feel like everybody's eyes on me
C+P translation from Dakka, for those of you who haven't already read all of the rumors from various sites. I've also corrected some mistakes and added additional info (poster is one of those guys that likes to Capitalize random Words):

Every Daemon belongs to a specific god and has Hatred towards their opposing god (Nurgle/Tzeentch, Khorne/Slaanesh). A Herald of one god cannot join a unit from another god.
Khorne: Rage, may reroll charge distance
Tzeentch: +3 Ld when making Psychic tests, may reroll 1s for invulnerable saves
Nurgle: Slow and Purposeful, Shrouded, defensive grenades
Slaanesh: Rending, Move through Cover, +3" to Infantry run distance, +6" to Cavalry run distance (only if the whole unit is cavalry), +3" to Chariot flat out moves

Daemonic Instability:
Units with this special rule may not be joined by units without this special rule. Unit passes all Fear, Pinning and Morale tests. If a unit with this special rule loses in close combat, it must test for Instability on 2D6.
If the test is failed, the unit takes wounds equal to the difference between its Ld value and the roll.
If you roll double 1, all wounds the unit of Daemons lost in this combat are restored. Place lost models back on the table
If you roll double 6, the whole unit is removed from play.

Warlord Table:
1) Warlord gains Instant Death
2) Warlord and his unit gain Hatred (Everything)
3) As long as the Warlord is alive, your opponent test for Fear at -1 Ld :rolleyes:
4) As long as the Warlord is alive, units within 12" of the Warlord may reroll Daemonic Instability
5) As long as the Warlord is alive, you may reroll results on the Warp Storm table
6) Units with the Daemon USR (including CSM units) may Deep Strike within 6" of the Warlord without scatter.

Warp Storm table:
The Warp Storm table is only used when Chaos Daemons are your Primary Detachment. Roll on the Warp Storm table at the beginning of the Daemon player's Shooting Phase.

2) The Storm is receding: All units with the Daemonic Instability special rule (friend and foe) immediately test for Daemonic Instability
3) Punishment of the Gods: A random character model with Daemonic Instability (friend or foe) immediately tests for Daemonic Instability on 3D6. Wounds suffered in this manner can only be allocated to that model.
4) Warp Quake: All models with the Daemon USR suffer a -1 penalty to their saves until the next roll on this chart (friend or foe)
5) Storm of Fire: Roll a D6 for every unit with Daemon of Nurgle or Mark of Nurgle and every enemy unit that is not locked in combat. On a roll of 6, place a large blast marker on one of the models in the unit. Scatter 2D6. All models under the template suffer a S4 AP5 Ignore Cover, Pinning hit .
6) Glorious Rot: Roll a D6 for every unit with Daemon of Tzeentch or Mark of Tzeentch and enemy unit not locked in combat. On a roll of a 6, the unit suffers D6 S4 AP3 Poison (4+) hits. Vehicles are hit on side armor.
7) Calm Warp: nothing happens
8) The Dark Prince Thirsts: Roll a D6 for every unit with Daemon of Khorne or Mark of Khorne and every enemy unit not locked in combat. On a roll of 6, the unit suffers D6 S6 AP- Ignore Cover, Rending hits.
9) Khorne's Rage: Roll a D6 for every unit with Daemon of Slaanesh or Mark of Slaanesh and every enemy unit that is not locked in combat. On a roll of 6, center a small blast marker on a model of your choice in the unit and scatter 2D6. Models under the blast template suffer a S8 AP 3 Pinning hit.
10) Warp Flood: All units with the Daemon USR gain +1 to all saving throws until the next roll on this chart (friend or foe)
11) Daemonic Possession: A random enemy non-vehicle Psyker that is not a Daemon must pass a Leadership test on 3D6. If the test is failed, the Psyker is removed from play. Place a Herald of a god of your choice within 6" of the removed model. The Herald does not receive any upgrades.
12) Blessing of the Warp: A new unit of 2D6+3 Bloodletters, Pink Horrors, Daemonetts or Plaguebearers (your choice) arrives via Deep Strike.

All Daemons have at least a 6+ armor save. Some Daemons have better armor (Bloodthirsters have a 3+ armor save, for example)
Bloodthirsters lost EW
Skulltaker has EW and 3+ armor
Lord Of Change is Level 2 Psyker and Flying Monstrous Creature
11-15 Pink Horrors generate 2 Warp Points, 16-20 generate 3. Supposedly they lost their basic shooting attack.
Fateweaver has a 4++ and ML4. He knows all Tzeentch powers. His right head knows one power each from Pyromancy and Divination and his left head knows one power each from Telepathy and Pyromancy. Declare which head you want to use at the beginning of each turn. His staff lets you reroll a single D6 each phase. His Warlord Trait is the #5 one, that lets you reroll Warp Storm rolls.
The Blue Scribes are not Psykers but they generate one BRB power each turn. (I assume you roll a D6 to randomly pick the Discipline and then a D6 to pick the power.) They can use that power without making a psychic test.
The Changeling may exchange any of his stats with an enemy non-vehicle model stat in base contact (WS, S, W, I, A) until the end of the turn.
Great Unclean One is ML1 and can pick his power from the Disciplines of Biomancy or Nurgle.
Beasts of Nurgle can charge in the opponents turn.
Ku'Gath can regenerate wounds on Nurgling Swarms.
Epidemius only effects Daemons of Nurgle within 6" and the Tally works based on unsaved wounds caused by Daemons of Nurgle:
7+: +1 Strength
14+: +1 Toughness
21+: 2+ poison
28+: 4+ Feel No Pain
Keeper of Secrets has Preferred Enemy Eldar and Dark Eldar. It is ML1 and can pick from the Disciplines of Telepathy and Slaanesh
The Masque re-rolls all failed saves. It has multiple different dances
There are Chaos Furies
Flamers of Tzeench: S4 AP4 Assault 1 template weapon with the Warpfire special rule: Every turn the affected unit has to make a Toughness test. If the test is failed, they take D3 hits that ignore armor saves (S4, I'd guess?) If they pass the test they gain FNP (6+) or get their FNP save improved by 1 if they already have FNP.

Skull Cannon: If you assault a unit that has been hit by a shot from the Skull Cannon, you suffer no initiative penalty for assaulting thru difficult terrain.

Axe of Khorne: Instant Death on a roll of 6 to wound.
Mutated Warpknife (Tzeentch): If it kills a enemy Character or MC, that model is turned into a Chaos Spawn on a roll of 2+
Warp Poisoning: If a character or MC loses its last wound due to a close combat attack from the Staff of Change, all units within D6 inches (friend and foe) suffer D6 hits at S5 AP -
Mace of Disease: Models that suffer an unsaved wound from this weapon must pass a Toughness test or suffer an additional wound. No saves of any kind can be taken to prevent this additional wound.

Many characters cannot buy equipment, but can buy Minor, Major and Legendary enhancements for a certain point cost. These are randomly determined at the same time as Warlord Traits are rolled. You may have the same enhancements more than once on each character, but the random result can only be applied once to each character. Re-roll doubles. Rolls can be exchanged for special weapons.

Minor Boons:
Result 0: (May replace roll on the chart)
Magical Weapon: Etherknife (AP2, Master-crafted, Specialist Weapon)
Daemon of Khorne may take an Axe of Khorne instead
Daemon of Tzeentch may take a Staff of Change instead
Daemon of Nurgle may take a Mace of Disease instead
Daemon of Slaanesh may take a Ghost Sword(?) instead


Daemon Princes: basically the same as the CSM ones with some minor point tweaks.
Skarbrand and Bloodthirster make Khorne DP Heavy Support
Fateweaver and Lord of Change make Tzeentch DP Heavy Support
Ku'Gath and Great Unclean One make DP of Nurgle Heavy Support
Keeper of Secrets makes DP of Slaanesh Heavy Support

DP costs 145 pts
Khorne +15 pts
Tzeentch +25 pts
Nurgle +15 pts
Slaanesh +10 pts
Daemonic Flight 40 pts
May take up to 50 points of gifts
non-Khorne DPs can buy mastery levels up to level 3 at 25pts/lvl

Heralds may still be taken 2 per HQ slot. Every Herald adds a Boon to the unit he joins.

Icons can improve certain effects. Instruments can "summon" reserves or modify the result of the Warp Storm Table.

The Soulgrinder has two shot profiles that are both 48" S7 AP4 Heavy 3 but one is Skyfire.

The Flaming Chariot with Flamer (flames optional) has an AP3 Torrent flamer template and an 18" S9 AP2 Assault 3 (maybe d3?) gun.

Phyresis fucked around with this message at 02:21 on Feb 27, 2013

Schizotek
Nov 8, 2011

I say, hey, listen to me!
Stay sane inside insanity!!!

PeterWeller posted:

It's not necessarily a bad thing. And it's Chaos's classic gimmick. Rolling on freaky tables every turn is a return to form. It sucks if you want something solid and reliable, but there are seven varieties of Space Marines to fill that niche.

Vanilla
Space wolves
Dark angels
Grey knights
Blood angels
Black Templar
Legion list
Siege assault
Chaos space marines
I count nine :smug:

PeterWeller
Apr 21, 2003

I told you that story so I could tell you this one.

Schizotek posted:

Vanilla
Space wolves
Dark angels
Grey knights
Blood angels
Black Templar
Legion list
Siege assault
Chaos space marines
I count nine :smug:

Oh, excuse me. I didn't realize that we were counting lists made by some fly-by-night resin casters. :v:


Phyresis posted:

C+P translation from Dakka.

This poo poo sounds great!

LordAba
Oct 22, 2012

by FactsAreUseless

PeterWeller posted:

This poo poo sounds great!

So... are competitive lists going to have one soulgrinder and two flamer chariots, or one flamer chariot and two soulgrinders!

The mechanics look like you will see the same sort of lists: MSU troops while spamming the best "other thing". I know most armies look like this in top tier internet armchair chats, but it seems much more noticable for daemons. Maybe because they didn't have the greatest selection of units in the first place? Hopefully everything is usable now.

It looks like the toughest choice in the army will be the HQ now. Do you go double greater daemon/princes? Or do you take heralds to boost your troops?

PeterWeller
Apr 21, 2003

I told you that story so I could tell you this one.

I dunno, what about the khorne cannon and demon princes? It sounds like the heavy support section has a lot of useful options.

Phyresis
Nov 2, 2004

I can't sleep, I hope I stay awake

Cause I've been running, running, running all day

Long nights, no peace

I feel like everybody's eyes on me
These are just, uh, rumors. Ok?

Plaguebearers - 9 points WS3 BS3 S4 T4 W1 I2 A1 Ld7

Pink Horrors - 9 points WS3 BS3 S3 T3 W1 I3 A1 Ld7 (add 3 to Leadership tests for Psychic powers)

Daemonettes - 9 points WS5 BS4 S3 T3 W1 I5 A2 Ld7, no longer Rending

Bloodletters - 10 points WS5 BS5 S4 T3 W1 I4 A1 Ld7 Sv6+
Hellblades are AP3
you may upgrade one to a Hellfighter who can buy up to 20 points in rewards.
one Bloodletter may take an Instrument of Chaos for 10 points (if you deep strike this unit you may nominate another unit of the same god to deep strike right after them without reserve roll. Also you can reroll the D6 for "Slaanesh" results on the Warp Storm table, if the unit is hit)
one may take an Icon of Chaos for 10 points (locator beacon, but only for Khorne Daemons) and may upgrade that to the Banner of Blood for 10 points - Once per game, the unit may assault 6"+d6 instead of 2d6.

Tzeentch

Herald of Tzeentch - 45 points
WS3 BS4 S3 T3 W2 I3 A2 Ld8
ML1, Divination and Tzeentch (Change) as powers
may take up to 30 points in daemonic gifts
may buy additional ML (up to 3) for 25 points each
take up to three presence:
presence of transmogrification: 10 points ( for each dead horror you place d3 blue horror markers instead of 1)
presence of change: 20 points. you roll a d6 at the start of each turn. The Herald and his unit become that Strength.
presence of conjuration: 25 points. +1 strength to psychic powers cast by the model and his unit.
may take a disk of Tzeentch for 25 points
or a chariot of Tzeentch for 50 points

Chariot of Tzeentch - 100 points
10/10/10 3HP
open topped, fast, skimmer, chariot
flamer has 3W otherwise same profile as the rest. (Really?)
my take a blue horror upgrade for 10 points (-1Ld to every enemy within 6")
can take up to 20 points in gifts

Lord of Change - 230 points
WS6 BS6 S6 T6 W5 I6 A5 Ld9 5++
ML2, can buy one ML for 25 points. Chooses Lore of Tzeentch(Change) and Divination. Can take up to 50 points in gifts.

Khorne

Herald of Khorne - 55 points
WS7 BS7 S5 T4 W2 I6 A3 Ld6 Sv6+
30 points into gifts
lesser presence of "stubbornness"? : 10 points. The model and his unit have Adamantium Will
presence of rage: 20 points. The model and his unit have Rage
presence of wrath: 25 points. The model and his unit have Hatred(everything!)
may take a juggernaught for 45 points
or a bloodthrone for 75 points

Bloodthirster - 250 points
WS10 BS10 S6 T6 W5 I9 A6 Ld9 Sv3+
Axe of Khorne (instant death on 6s)
Whip of Khorne ( 12" S6 AP2 assault 1)
may take up to 50 points in daemonic gifts.

Bloodcrushers - 45 points
WS5 BS5 S5 T4 W3 I4 A4 Ld7 Sv6+
AP3 Hellblades
may upgrade one to a bloodhunter for 5 points, gaining 1 Attack and can take up to 20 points in gifts.
may take instrument, icon and banner.

Skarbrand - 225 points (#1 Warlord Trait, all attacks cause ID)
WS10 BS10 S6 T6 W5 I10 A6 Ld9 Sv3+
every unit (friend and foe) within 12" has Rage and Hatred(Everything!)
S5 AP- flamer
weapons:
murder - S: user AP2 lifebane
Deathstrike - S: user AP2 armorbane

Skulltaker: 100 points
WS9 BS9 S5 T4 W2 I9 A4 Ld8 Sv3+
always has to accept and issue challenges
Eternal Warrior
sword: S:user AP3 soulblaze and ID on 6
has the adamantium will presence
may take a Juggernaut mount for 45 points

Karanak - 120 points
WS7 BS0 S5 T5 W3 I6 A4 Ld6 Sv6+
before deployment, nominate a character as his prey. As long as that model is alive, Karanak rerolls all to hit and to wound rolls against it and any units it's attached to

Nurgle

Herald of Nurgle - 45 points
WS5 BS5 T5 W2 I4 A3 Ld8
may take up to 30 points in gifts
may take up to ML2 for 25 points each
may take presence of virulence: 10 points. The model and the unit it's attached to gains poisoned 2+
presence of fertility: 20 points. The model and the unit it's attached to have Feels No Pain.
presence of affliction. 25 points. The model and the unit it's attached to gains: For every 6 an enemy rolls To-Hit vs. them in close combat, instantly retaliate with an s4 AP- poison 4+ attack
Palanquin - 45 points. +2W, +1A, Bulky

Greater Unclean One - 190 points
WS6 BS3 S6 T7 W6 I4 A5 Ld9
ML1, poison (4+)
can roll on Nurgle (Pestilence) and Biomancy. May be upgraded up to psyker level 3 for 25 pts per level.
may take 50 points of lesser, mighty and exalted gifts.

Kugath - 260 points
WS6 BS3 S6 T7 W7 I4 A6 Ld9
still has 4+ pieplate but it's AP3 now
ML1
can restore one Wound on one Nurgling unit per turn

Slaanesh

Herald of Slaanesh - 45 points
WS7 BS6 S4 T3 W2 I7 A4 Ld8
same stuff to upgrade ML and gifts as Herald of Nurgle
presence of grace: 10 points. The herald and any attached unit gains Move Through Cover
presence of agility: 30 points. The herald and any attached unit have +5 to Initiative
presence of seduction: 25 points. The herald and any attached unit may reroll to-hit rolls in close combat. The herald always has to accept challenges or issue them, but you get to pick which enemy character accepts/issues.
Seeker mount - 15 points
chariot - 30 points
exalted chariot - 80 points

Keeper of Secrets - 170 points
WS9 BS6 S6 T6 W5 I1 A6 Ld9.
ML1, Preferred Enemy Eldar and Dark Eldar.
same poo poo to add ML up to 3 and 50 points of gifts

The Masque - 75 points
WS7 BS6 S4 T3 W2 I7 Ld8
Hit and Run, Unnatural Reflexes (may re-roll failed invulnerable saves)
Eternal Dance: at the beginning of the shooting phase she dances, affecting a single enemy non-vehicle unit within 12"
dance of binding: the enemy gets -5 WS (minimum 1) and can only move d3", run d3", charge d3", and fall back d3".
dance of death: the unit suffers a S1 AP2 Ignore Cover hit for every model in it.
dance of dreaming: the target gets -5BS and cannot Overwatch until the Masque's controller's next turn.

Fiends of Slaanesh - 35 points
WS4 BS0 S4 T4 W3 I6 A3 Ld7
models in base contact with one or more Fiend gets -5 to their Initiative.
12" aura that decreases enemy Psykers' Ld by 1

Seekers of Slaanesh - 12 points
WS5 BS4 S3 T3 W1 I5 A3 Ld7
Outflank, Acute Senses
Furies of Chaos - 6 points?
WS3 BS0 S4 T3 W1 I4 A1 Ld2 (lmao?)
Jet Pack Infantry, can be upgraded to be of a god

lesser gift table:
1. burning blood. Each time the bearer suffers a unsaved wound the enemy that caused the wound suffers d3 S4 AP5 hits. No cover saves allowed. Wounds count towards the combat result
2. cleaving strike: each 6 to-hit causes the bearer to strike with double strength (up to a max of 10)
3. corrosive breath: template weapon: S5 AP5 assault 1 armorbane
4. spellbreaker: the bearer has Adamantium Will
5. warpbreath: 18" S8 AP4 assault 1 soulblaze
6. warpstalker: the bearer and his unit get +1 to their reserve rolls.

you may also decide to change your roll for one of those magic weapons I listed above.

greater gifts:

1. corpulence: the bearer has +1 toughness and It Will Not Die
2. daemonic toughness: the bearer has Feel no Pain (4+)
3. dark blessing: the bearer may reroll failed invulnerable saves
4. hellfire gaze: 18" S8 AP1 assault 1 lance
5. touch of decay: the close combat attacks of the bearer have armorbane and lifebane
6. unbreakable skin: the bearer gets a 3+ armor save.

may swap to the 0 result:
mighty magical weapon: mighty aetherblade: S+1 AP2 master-crafted, specialist weapon)
Daemons of Khorne may take a bloodblade: S:user AP2, specialist weapon, unwieldy, bloodthirst: the wielder gains the special rule rampage
Daemons of Tzeentch may take a mutating warpblade: S:user AP3, specialist weapon, warp mutation: a character slain with with weapon becomes a chaos spawn on a 2+
Daemons of Nurgle may take a pestilence sword: S:user AP- poison 4+ instant death. specialist weapon, rustbreath: every armor pen throw of 6 is automatically a glancing hit if it wouldn't be a penetrate already)
Daemons of Slaanesh may take a whip of despair: 12" S:user AP- assault 2d6)

exalted gifts:

1. blessed twice: roll twice again on this chart. reroll 1s for that result. you apply both results without further costs
2. riftbringer: at the end of any close combat phase in which the bearer caused at least 1 unsaved wound, roll 2d6 and add 1 for every 3 unsaved wounds the bearer caused. If the sum is 9 or higher a new unit of Daemons will be created just like the 12 result on the Warp Storm table
3. souleater: at the end of any close combat phase in which the bearer caused at least 1 unsaved wound, roll a d6. On a 2+ the daemon gains another Wound (can go over max, up to 10)
4. unholy rage: the bearer gains the Rampage and Rage
5. warpflame: the first time the bearer is slain, put him into Ongoing Reserves instead of removing him from the game. He comes back with 1 Wound.
6. winds of chaos: 24" S 2D6 AP4 assault 1 3" blast. fluctuation: roll the Strength of this weapon after picking the target. If it's 11 or 12 it becomes a S10 5" blast.

0 result: Hellforged artifact (Unique)
eternal blade: S+1 ap- specialist weapon, honorseeker: at the beginning of any assault phase involving the wielder, roll a d3. Ihe result is added to the wielder's WS, Initiative and Attacks.

Lore of Nurgle:
primaris: witchfire, flame template. S- AP3 assault 1 poison 4+
1-2 witchfire, 12" S1 AP2 assault 1 5" blast 4+ poison
3-4 blessing, at the beginning of each assault phase involving the psyker, roll a d3. All enemy models in base contact with the psyker have that result subtracted from their WS and I
5-6 nova, every enemy within 12" takes a Toughness test. If they fail they take a wound (no armor or cover saves allowed.) If the unit loses a model it has to take another Toughness test, etc.

Lore of Tzeentch:
primaris: 24" S5 AP4 assault 2d6, warpfire, soulfire. 1 warp charge. You may expend additional warp charges; add an additional d6 to the assault value for each
1-2 24" Strength d6+1 assault 1 3" blast, warpfire
3-4 24" Strength d6+4 AP2 beam assault 1, warpfire
5-6 18" Strength d6+4 AP1 assault 1 3" blast witchfire, warpfire

Lore of Slaanesh:
primaris: beam, 24" S6 AP- rending assault 1
1-2: malediction, target enemy unit within 18" has -5 initiative and can not use Counter-Attack or Overwatch
3-4: 24" focused witchfire. Target enemy unit takes a Leadership test. If they fail they take a wound (no armor or cover saves allowed.) If the unit loses a model it has to take another Leadership test, etc.
5-6 : 12" nova. Every enemy unit in range takes a Ld test. For every point they fail the test by, they take a wound (no armor or cover saves allowed.) Then they take a Pinning test.

Slimnoid
Sep 6, 2012

Does that mean I don't get the job?
Dammit I was just about to post those :argh:

Edit:
Nurglings 15 points
Ws 3 Bs 3 S 3 T3 W 4 I3 A 4 ld 7
they are now infiltrators.

Slimnoid fucked around with this message at 05:38 on Feb 27, 2013

Hamshot
Feb 1, 2006
Fun Shoe
So the bloodcrushers are still slow humpty dumpty infantry? And how does the army deploy, same as last codex?

Arbite
Nov 4, 2009





*Edit*

Nevermind, didn't read carefully enough.

Phyresis
Nov 2, 2004

I can't sleep, I hope I stay awake

Cause I've been running, running, running all day

Long nights, no peace

I feel like everybody's eyes on me
Bloodcrushers are Cavalry but they lost Iron Hide, 1 Toughness, and Eternal Warrior while only gaining a Wound so they are more fragile now imo.

Antifa Spacemarine
Jan 11, 2011

Tzeentch can suck it.
They really poo poo on plaguebearers.

PeterWeller
Apr 21, 2003

I told you that story so I could tell you this one.

Shaman Ooglaboogla posted:

They really poo poo on plaguebearers.

They're pretty loving good for 9 points--effectively fearless T4 5++ objective campers with defensive grenades.

Slimnoid
Sep 6, 2012

Does that mean I don't get the job?

Shaman Ooglaboogla posted:

They really poo poo on plaguebearers.

Nah, not really. Stick a Herald in there with the FNP presence and they're still good objective-holders.

AgentF
May 11, 2009
5++ & 5+++ is only marginally better than 4++. It won't take a lot of firepower to destroy Plaguebearers now, even with FNP. I suppose a price cut of 40% is good but I wonder if it makes up for the dramatically reduced survivability. Remember that in 5th they used to be T5, 3+ (going to ground in cover), 4+ FNP.

Slimnoid
Sep 6, 2012

Does that mean I don't get the job?

AgentF posted:

5++ & 5+++ is only marginally better than 4++. It won't take a lot of firepower to destroy Plaguebearers now, even with FNP. I suppose a price cut of 40% is good but I wonder if it makes up for the dramatically reduced survivability. Remember that in 5th they used to be T5, 3+ (going to ground in cover), 4+ FNP.

They also get Shrouded. So, in most cover they're still getting a 3+ cover save.

MasterSlowPoke
Oct 9, 2005

Our courage will pull us through
Those rules sound awesome, can't wait to see how they play out.

AgentF
May 11, 2009

Slimnoid posted:

They also get Shrouded. So, in most cover they're still getting a 3+ cover save.

A good point, and it also reminds me that the loss of Fearless means that Daemons can now Go To Ground again, and can use Our Weapons are Useless. No more stupid Bloodletter packs being tarpitted by a dread.

AbusePuppy
Nov 1, 2012

BEST DAY OF MY LIFE!!!!!! so far.

Phyresis posted:

Plaguebearers - 9 points WS3 BS3 S4 T4 W1 I2 A1 Ld7

Pink Horrors - 9 points WS3 BS3 S3 T3 W1 I3 A1 Ld7 (add 3 to Leadership tests for Psychic powers)

Daemonettes - 9 points WS5 BS4 S3 T3 W1 I5 A2 Ld7, no longer Rending

Bloodletters - 10 points WS5 BS5 S4 T3 W1 I4 A1 Ld7 Sv6+

It's worth mentioning that at least one of the leaks with T3 Bloodletters/T4 Plaguebearers was of a page from the Fantasy rulebook, where those are the stats they have always had. T4 on Plagues wouldn't be surprising, though, since Shrouded is now the default instead of +1T/FNP on Nurgle units.

It's nice to see Khorne getting at least a few shooting tricks, though.

Ghost Hand
Aug 10, 2004

Rampant 40k Fanboy

Hamshot posted:

So the bloodcrushers are still slow humpty dumpty infantry? And how does the army deploy, same as last codex?

Deploys on the table as normal - but every unit has deepstrike ability to use if they want. Not sure if there is something that allows control of reserves better. I actually really like the new concept though.

Cataphract
Sep 10, 2004

Fun Shoe
here's a WIP of my take on the Nurgle Helsquid

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Buffalo squeeze
Dec 19, 2010

Oh noble brogy. Overflowing with meaty wisdom and secret sauce.
Looks good, a hellish Manta ray squid.

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